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ADVANCED READING AND USE OF ENGLISH |
PART 5 |
3
ADVANCED READING AND USE OF ENGLISH
© Cambridge University Press and UCLES 2018
3
PART 5
Exam task
1
You are going to read an article about using video games in education. For questions 1–6
choose the answer (A, B, C or D) which you think fits best according to the text.
Using video gaming in education
Technology in schools
It has become conventional
wisdom that spending too
much time playing video games has a detrimental effect
on children’s studies and their social development.
However, some educationalists are now questioning
this theory and are using video games as effective
educational tools thus bridging the gap between
recreational and educational activities.
Due to the sophisticated nature of today’s games,
teachers are able to justify the inclusion of video and
online games for many pedagogical reasons. There may,
for example, be sociological,
psychological, and ethical
implications built into the gameplay. Harvey Edwards, who
teaches IT classes in London, was one such educator
who decided to use video games in his lessons. To do
this, he chose Minecraft, an online game in which players
create and develop imaginary worlds. He was somewhat
uneasy about attempting
such an unconventional
approach, not because of some students’ unfamiliarity
with the game but rather due to them not being able
to make sense of what he was trying to do with it. He
worried that it might interfere with his learners’ focus, but
he couldn’t have been more surprised by the results.
Minecraft is an example of a ‘sandbox game’, in which
gamers roam around and change a virtual world at will.
Instead of having to pass through numbered levels to reach
certain places, there’s full access from start to finish. The
original version can be adapted to control which characters
and content are left in. Each student can then be allocated
tasks – such as house-building,
locating items or problem-
solving – which they must complete within the game.
Elements of more general skills can be subtly incorporated
into the lessons, such as online politeness and safety,
teamwork and resolving differences. Edwards feels that
presenting such lessons in the context of a game students
probably already know and enjoy enables him to connect
with them at greater depth, and in more motivational ways.
Bolstered
by his success, Edwards introduced his approach
to another school nearby. He recalls that the first couple
of sessions didn’t live up to his expectations. Those who
had played Minecraft before were keen for others to adopt
their own style of play. Unsurprisingly, this assortment of
styles and opinions as to how the game should proceed
were far from harmonious. However,
the sessions rapidly
transformed into something more cohesive, with the
learners driving the change. With minimal teacher input,
they set about choosing leaders and established several
teams, each with its own clearly-defined role. These teams,
now party to clear common goals, willingly cooperated
to ensure that
their newborn world flourished, even when
faced with the toughest of challenges.
‘Human’ inhabitants in a Minecraft ‘society’ are very
primitive and wander around the imaginary world,
waiting for guidance from players. This dynamic bears
a resemblance to traditional education, an observation
highlighted by Martina Williams,
one of the leaders of the
group. ‘Through the game, we were no longer passive
learners in the classroom, being told what and how to
learn, but active participants in our own society.’ Each
group member had ideas as to how their function should
develop. The leaders, meanwhile,
had a vision for their
virtual world as a whole, encouraging everyone to play their
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